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Re: Problems with the second tutorial map



On Fri, 27 May 2005 20:41:29 +0200, Jens Granseuer <jensgr@xxxxxxx> wrote:

No, you can't set or guess the ID, but there is a way to solve this:

Create the event with a trigger of "player's infantry destroyed",
but set it to disabled initially. Then create a "manipulate event"
event which triggers when an infantry is built in the depot and
enables the first event.

Hmm, this is my problem. You can't select "unit type" in the "unit destroyed" trigger (like in "unit position" trigger), you can specify one single unit or all units of one of the players. Or am I missing something?



I've attached some suggested changes to the messages. Also, for
consistency's sake, I think it would be better to label the depot
"Factory" instead of "Depot".

Great language work! The mission texts are much better now. However, I propose some further changes (patch attached). Apart from minor typos I think the player should be told to proceed towards the enemy base in the briefing where he's told to build tanks. If he's not, there are two turns in which he doesn't know what to do.


The change of depot name is okay but I'll leave it for you (you know better where in the instructions the name should be changed).

Andrej

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